Unity 3D - 没有旋转轴的旋转游戏对象 [英] Unity 3D - rotating gameobject without rotating axis
问题描述
希望我的标题总结了我的问题.我在 2d 游戏中有一个火箭,它只能在屏幕上水平移动.我希望它朝着玩家手指(移动方向)旋转,但无法找到一种方法来旋转对象而不旋转它移动的整个轴.我只需要它看起来好像已经转动了,但它应该继续沿着 x 移动.我该怎么办?
Hope my title summarises my problem. I have a rocket on a 2d game that only moves horizontally across the screen. I want it to rotate towards the players finger (the direction of movement), but cannot find a way to rotate the object without rotating the whole axis it moves on. I simply need it to seem like it has turned, but it should keep moving along the x. How can I go about this?
void Start () {
//scoreT = GetComponent<TextMeshProUGUI> ();
gameSpeed = 1;
score = 0;
Rigidbody2D rb2d = GetComponent<Rigidbody2D> ();
}
// Update is called once per frame
void Update () {
float MoveHorizontal = Input.GetAxis ("Horizontal");
Vector2 Movement = new Vector2 (MoveHorizontal, 0.0f);
rb2d.rotation = Quaternion.Euler (0.0f, 0, 0f, rb2d.velocity.x * -tilt);
transform.Translate (MoveHorizontal * speed, 0, 0);
推荐答案
你可以做的一件事是修改火箭的 rigidbody.rotation
使其在移动时倾斜到 1方向或另一个.例如:
One thing you can do is to modify rigidbody.rotation
of your rocket rocket to make it tilt, when it moves, to one direction or to another. For example:
float tilt - 0.3f;
//In case you prefer the rotation in another axis you just need to modify the position of the rigidbody.velocity.x * -tilt
rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
由于您没有添加任何代码,我不确定您是如何移动火箭的,因此我将发布一个通用代码,您需要根据自己的项目进行调整:
Since you didn't add any code I am not sure how you are moving your rocket, so I will post a generic code you will need to adapt depending on your own project:
public class PlayerController : MonoBehaviour
{
public float speed;
//The tild factor
public float tilt;
//The limit within the spaceship can move
public Boundary boundary;
void FixedUpdate ()
{
//You will need to capture the screen touchs of the user for the inputs
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
//Applying the movement to the GameObject
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rigidbody.velocity = movement * speed;
//To ensure the GameObject doesnt move outside of the game boundary
rigidbody.position = new Vector3
(
Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax),
0.0f,
Mathf.Clamp (rigidbody.position.z, boundary.zMin, boundary.zMax)
);
//Here is where you apply the rotation
rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
}
}
顺便说一句,您正在做一个太空 2D 游戏,您可能有兴趣查看本教程:
As an aside, you are doing a space 2D game you may be interested in checking this tutorial:
https://unity3d.com/learn/tutorials/s/space-射手教程
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